TheGreatCthulhu
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RE: Script/area problem.
EDIT: Didn't see your last post, I'll get to it soon.
@OP: If I'm right about what you're trying to do, then it doesn't really matter that the 4th parameter (abDeleteOnCollide) is false, since the monster just disappears one the false-alarm scare is over, but, if you're not going to re-activate the monster later, I'd listen to advice from beecake anyway - setting that parameter to true will enable the game to release any internal resources that are not needed (it probably won't terribly matter, but it's a good practice).
And if the monster needs to be reactivated and deactivated again later on, once the player colides with "area", cake() will be called again, so a new "suitor"-"ScriptArea_1" collision callback will be added anyway.
In fact, if this callback needs to stay in effect the entire gameplay time, you can leave the abDeleteOnCollide parameter false, and move the AddEntityCollideCallback() function call from cake() to OnStart(). It's enough for it to execute just once, from there.
But, dint's you say that the monster won't even appear/load?
Anyway, if it's not what I thought it was, I can only take wild guesses...
Really weird.
Oh, I don't know... Are you sure you used PathNodes (show up as little flags), and not PosNodes (show up like little circular gizmos)? EDIT: Scratch that, just seen your screenshot again - it's path nodes.
Are all the names correct?
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01-07-2013, 10:19 PM |
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